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<html>
  <head>
    <meta charset='utf-8'>
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    <title>Scene tester</title>

    <link href='css/common.css' rel='stylesheet'></link>

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    <style>
      #scene-select {
        position: absolute;
        z-index: 2;
      }
    </style>
  </head>
  <body>
    <header>
      <details open>
        <summary>Module Tester</summary>
        <p>
          Just a simple test page to allow developers to test sample scenes
          without a headset.<br/>
          WASD + Mouse Click/Drag to move.
        </p>
        <select id='scene-select'>
          <option value='void' selected>Void</option>
          <option value='cube-sea'>Cube Sea</option>
          <option value='space'>Space (glTF)</option>
          <option value='camp'>Camp (glTF)</option>
          <option value='cave'>Cave (glTF)</option>
          <option value='garage'>Garage (glTF)</option>
          <option value='cube-room'>Cube Room (glTF)</option>
          <option value='home-theater'>Home Theater (glTF)</option>
        </select>
      </details>
    </header>

    <script type="module">
      import {Scene} from './js/cottontail/src/scenes/scene.js';
      import {Renderer, createWebGLContext} from './js/cottontail/src/core/renderer.js';
      import {UrlTexture} from './js/cottontail/src/core/texture.js';

      import {BoxBuilder} from './js/cottontail/src/geometry/box-builder.js';
      import {PbrMaterial} from './js/cottontail/src/materials/pbr.js';

      import {ButtonNode} from './js/cottontail/src/nodes/button.js';
      import {CubeSeaNode} from './js/cottontail/src/nodes/cube-sea.js';
      import {Gltf2Node} from './js/cottontail/src/nodes/gltf2.js';

      import {mat4, vec3} from './js/cottontail/src/math/gl-matrix.js';

      const IDENTITY_MATRIX = new Float32Array([1, 0, 0, 0,
                                                0, 1, 0, 0,
                                                0, 0, 1, 0,
                                                0, 1.6, 0, 1]);

      let projectionMat = mat4.create();
      let viewMat = mat4.create();

      let scene = null;
      let gl = createWebGLContext({antialias: false});
      document.body.appendChild(gl.canvas);

      let renderer = new Renderer(gl);

      let boxNodes = [];

      function setScene(newScene) {
        scene = newScene;
        scene.standingStats(true);
        scene.addNode(new SkyboxNode({url: '../media/textures/milky-way-4k.png'}));

        let stereo = new Gltf2Node({url: '../media/gltf/stereo/stereo.gltf'});
        stereo.selectable = true;
        boxNodes.push(stereo);
        scene.addNode(stereo);

        scene.setRenderer(renderer);

        let boxBuilder = new BoxBuilder();

        function addBox(x, y, z) {
          boxBuilder.pushCube([x, y, z], 0.3);
          let boxPrimitve = boxBuilder.primitiveStream.finishPrimitive(renderer);

          let boxMaterial = new PbrMaterial();
          boxMaterial.baseColorFactor.value = [0.0, 0.3, 1.0, 1.0];

          let node = renderer.createMesh(boxPrimitve, boxMaterial);
          node.selectable = true;
          scene.addNode(node);
          boxNodes.push(node);
          boxBuilder.clear();
        }

        /*addBox(0, 0, -1.0);
        addBox(-0.7, 0, -1.0);
        addBox(0.7, 0, -1.0);
        addBox(0, -0.7, -1.0);
        addBox(0, 0.7, -1.0);
        addBox(-0.7, -0.7, -1.0);
        addBox(0.7, -0.7, -1.0);
        addBox(-0.7, 0.7, -1.0);
        addBox(0.7, 0.7, -1.0);*/

        let button = new ButtonNode(new UrlTexture('../media/textures/play-button.png'), () => {
          // Do something?
          button.iconTexture = new UrlTexture('../media/textures/pause-button.png');
          console.log("Button clicked");
        });
        scene.addNode(button);
      }

      function onResize () {
        gl.canvas.width = gl.canvas.offsetWidth * window.devicePixelRatio;
        gl.canvas.height = gl.canvas.offsetHeight * window.devicePixelRatio;

        gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
        mat4.perspective(projectionMat, Math.PI*0.4,
                         gl.canvas.width/gl.canvas.height,
                         0.1, 1000.0);
      }
      window.addEventListener('resize', onResize);
      onResize();

      // Simple flight controls
      let pressedKeys = new Array(256);
      let selectStarted = false;
      let selectPending = false;
      let lookYaw = 0;
      let lookPitch = 0;
      let lookPos = [0, 0, 0];
      const lookSpeed = 0.0025;
      const moveSpeed = 0.0025;
      window.addEventListener('keydown', (ev) => pressedKeys[ev.keyCode] = true);
      window.addEventListener('keyup', (ev) => pressedKeys[ev.keyCode] = false);
      window.addEventListener('mousemove', (ev) => {
        // Only rotate when the left button is pressed
        if (ev.buttons && 1) {
          lookYaw += ev.movementX * lookSpeed;

          lookPitch += ev.movementY * lookSpeed;
          if (lookPitch < -Math.PI*0.5)
              lookPitch = -Math.PI*0.5;
          if (lookPitch > Math.PI*0.5)
              lookPitch = Math.PI*0.5;
        }
      });

      function updateView(delta) {
        if (pressedKeys[' '.charCodeAt(0)]) {
          selectStarted = true;
        } else if (selectStarted) {
          selectStarted = false;
          selectPending = true;
        }

        let moveDir = [0, 0, 0];

        if(pressedKeys['W'.charCodeAt(0)]) {
            moveDir[2] += 1;
        }
        if(pressedKeys['S'.charCodeAt(0)]) {
            moveDir[2] -= 1;
        }
        if(pressedKeys['A'.charCodeAt(0)]) {
            moveDir[0] += 1;
        }
        if(pressedKeys['D'.charCodeAt(0)]) {
            moveDir[0] -= 1;
        }

        vec3.normalize(moveDir, moveDir);
        vec3.scale(moveDir, moveDir, delta * moveSpeed);

        mat4.identity(viewMat);
        mat4.rotateY(viewMat, viewMat, -lookYaw);
        mat4.rotateX(viewMat, viewMat, -lookPitch);

        vec3.transformMat4(moveDir, moveDir, viewMat);
        vec3.add(lookPos, lookPos, moveDir);

        mat4.identity(viewMat);
        mat4.rotateX(viewMat, viewMat, lookPitch);
        mat4.rotateY(viewMat, viewMat, lookYaw);
        mat4.translate(viewMat, viewMat, lookPos);
      };

      let selectedNode = null;

      function checkRay(targetRay) {
        if (selectedNode) {
          //selectedNode.visible = true;
        }
        let hitResult = scene.hitTest(targetRay);
        if (hitResult) {
          selectedNode = hitResult.node;
          //selectedNode.visible = false;
          scene.inputRenderer.addCursor(hitResult.intersection);
        } else {
          selectedNode = null;
        }
      }

      let targetRayMatrix = mat4.create();
      function onGLFrame(t) {
        window.requestAnimationFrame(onGLFrame);

        if (!scene)
          return;

        let frameDelta = scene.startFrame();
        updateView(frameDelta);

        let cursorPos = vec3.fromValues(0, 0, -2.0);
        mat4.invert(targetRayMatrix, viewMat);
        vec3.transformMat4(cursorPos, cursorPos, targetRayMatrix);

        scene.inputRenderer.addCursor(cursorPos);

        let mat = mat4.create();
        mat4.identity(mat);
        mat4.translate(mat, mat, [Math.sin(t / 1000), 0, Math.cos(t / 1000)]);
        mat4.rotateY(mat, mat, t / 1000);

        for (let boxNode of boxNodes) {
          boxNode.matrix = mat;
        }

        checkRay(targetRayMatrix);

        if (selectPending) {
          selectPending = false;
          scene.handleSelectPointer(targetRayMatrix);
        }

        gl.clear(gl.DEPTH_BUFFER_BIT);

        scene.draw(projectionMat, viewMat);

        scene.endFrame();
      }
      window.requestAnimationFrame(onGLFrame);

      let sceneSelect = document.getElementById('scene-select');
      function onSceneSelected() {
        let scene = new Scene();
        switch(sceneSelect.value) {
          case 'void':
            break;
          case 'cube-sea':
            scene.addNode(new CubeSeaNode());
            break;
          default:
            scene.addNode(new Gltf2Node({url: `../media/gltf/${sceneSelect.value}/${sceneSelect.value}.gltf`}));
            break;
        }
        setScene(scene);
      }
      sceneSelect.addEventListener('change', onSceneSelected);
      onSceneSelected();
    </script>
  </body>
</html>
